
Steam Rails
Lay the track, run the line

Land a command hub on grey regolith and grow it into a working colony. Every module has to be joined to the rest by a tube before power, air, water or food can reach it, and every network shows you exactly what it makes and what it owes. Get it wrong and the alarm lights start blinking.
Did you like Colony Moon?
Colony Moon starts with a command hub, a landing pad and two people. Everything else you build yourself, tile by tile, on a crater floor of soft grey dust, old boot prints and blue ice. Sixteen kinds of module are waiting in the build menu: solar arrays that tilt to follow the sun, battery banks, habitats, a greenhouse dome with rows of lettuce glowing inside, water extractors that only work standing on an ice patch, oxygen generators, a laboratory, a workshop, a rover bay, a comms dish and a landing pad for the shuttle. Nothing works until it is connected, so you drag a tube from one module to the next and watch the cable and the pipe run along beside it.
Four networks keep the colony alive: power, oxygen, water and food. Each one shows its supply and its demand live at the top of the screen, and each one is worked out per network, so a module left off the end of a tube has nothing at all. The day and night cycle runs about four minutes. In daylight the arrays carry the base and charge the batteries; at night the whole place runs off what you stored, lit only by earthlight and the warm windows of the habitats. Run out and the lowest-priority modules go dark, a red beacon starts blinking above them, and the crew get unhappy enough to ask for a seat on the next shuttle home.
Colonists arrive by shuttle whenever there is a bed and the life support is comfortably ahead of demand, and each one takes a trade: engineer, botanist, scientist, medic or technician. They bounce between modules in chunky white suits while a rover trundles out to patch whatever the last meteor shower cracked. Dust storms cut solar output, solar flares knock out your comms, and a supply capsule occasionally drops in with a pile of parts. Twelve research nodes make everything better — thinner panels, deeper cells, hydroponics, deeper drills, reclaimed water, bigger habitats — and the goal ladder asks for ten, then twenty-five, then fifty colonists thriving, which means every network in surplus for a whole day and night. It plays with a thumb on a phone and with the keyboard on a desktop, and it saves itself as you go.
Every module has to be joined to the base by a tube before it does anything, and each network is worked out per connected group, so a module at the end of a missing tube gets nothing at all. Check the tube after every build, and keep an eye on the supply and demand figures at the top of the screen rather than waiting for red beacons.
Night is the real test. A day and night lasts about four minutes, and after dark the colony runs on what the batteries stored in daylight, so build battery banks alongside your solar arrays and aim for a clear surplus before sunset. Dust storms cut solar output too, another reason to keep power in reserve. Water extractors only work on an ice patch, so plan your layout around the blue ice. New colonists arrive only when there is a free bed and life support is comfortably ahead of demand, so growing too fast is a common mistake: add habitats once power, oxygen, water and food are all in surplus, and use research to make each module go further.
Yes. Colony Moon is free to play in your browser on Kiloo. There is nothing to download and no account to create, and the game saves itself as you go, so your colony is waiting in the same browser next time.
Yes. On a phone or tablet you tap a module, then tap a tile to build it, and drag from one module to another to run a tube. On a computer, 1 to 6 picks a menu tab, the arrow keys pan and + and − zoom.
Usually it is either not connected or the colony has run short. A module needs a tube to the rest of the base before power, oxygen, water or food can reach it. If a network runs out, the lowest-priority modules go dark and a red beacon blinks above them.
The goal ladder asks for ten, then twenty-five, then fifty colonists thriving. Thriving means every network, from power and oxygen to water and food, stays in surplus for a whole day and night, so a big colony needs storage and spare supply, not just more beds.
Plan, build and outthink the other side.

Lay the track, run the line

Gather scrap, build bots, take the yard

Roll the dice, take the map

Happy animals, happy visitors

Build a port, keep the ships coming

Build an island, season by season

Build a village, raise a castle

Outflank, outthink, take the castle

Buy low, sail far, sell high

A first typing game that flies to the moon

Blast the rocks, dodge the debris

Hold the line, wave after wave

Hold the ring, deck by deck

Grow a station, light a star

Flip, ramp, orbit, multiball

Catch the comets, dodge the rocks

Low gravity, long jumps

Neon tunnels, no brakes

Ten stages, big bosses, one plucky fighter
Colony Moon
Keep the lights on, keep them breathing